<?xml version="1.0"?>
<doc>
    <assembly>
        <name>XMas</name>
    </assembly>
    <members>
        <member name="T:XMas.CSkeletonData">
            <summary>
            Class to store skeleton data, all plugins have to store in this format
            </summary>
            <remarks>
            Stolen from Spear (http://www.codernet.es), spear@codernet.es
            Coordinator of XNA Community (http://www.codeplex.com/XNACommunity)
            </remarks>
        </member>
        <member name="F:XMas.CSkeletonData.worldModelTransform">
            <summary>
            Matrix to concat with final result, some exporters export with aditional rotations
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.list_animations">
            <summary>
            Dictionary with all animations
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.bind_skeleton">
            <summary>
            Matrix with skeleton pose
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.inverse_bind_skeleton">
            <summary>
            Matrix with inverse skeleton pose
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.binormals">
            <summary>
            List with skeleton bin normals
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.tangents">
            <summary>
            List with skeleton tangents
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.normals">
            <summary>
            List with skelento normals
            </summary>
        </member>
        <member name="M:XMas.CSkeletonData.addAnimation(System.String,XMas.CSkeletonData.CAnimationData)">
            <summary>
            Add animation
            </summary>
            <param name="name">Name</param>
            <param name="animation_data">Animation data</param>
        </member>
        <member name="T:XMas.CSkeletonData.CSkeletonNode">
            <summary>
            Skeleton node, aka bone
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.CSkeletonNode.pos">
            <summary>
            Bone position
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.CSkeletonNode.oriented">
            <summary>
            Bone rotation
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.CSkeletonNode.parent">
            <summary>
            Parent bone
            </summary>
        </member>
        <member name="T:XMas.CSkeletonData.CFramesData">
            <summary>
            Frame data, a list of all nodes in one frame
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.CFramesData.list_skeleton">
            <summary>
            Bone list
            </summary>
        </member>
        <member name="T:XMas.CSkeletonData.CAnimationData">
            <summary>
            Animation data, a list of frames
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.CAnimationData.frame_rate">
            <summary>
            Frame rate
            </summary>
        </member>
        <member name="F:XMas.CSkeletonData.CAnimationData.list_frames">
            <summary>
            Frame list
            </summary>
        </member>
        <member name="T:XMas.AnimNode_Random">
            <summary>
            Randomly choose a child to play, when finish play another with blend
            Useful to have different animations with one action, like 3 idles
            </summary>
        </member>
        <member name="T:XMas.AnimNode_BlendList">
            <summary>
            Basic blend list node, can blend in a variable numbers of item, each one with
            different blend values
            </summary>
        </member>
        <member name="T:XMas.AnimationNode">
            <summary>
            Base class for all Animation Nodes
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._SerializationVersion">
            <summary>
            Number of version of this node, used in serialization
            </summary>
            <remarks>
            If you add a new value to serialization, you need to increment this float
            This is need to have compatibility with olders version of library
            <see cref="M:XMas.AnimationNode.WriteXml(System.Xml.XmlWriter)"/>
            </remarks>        
        </member>
        <member name="F:XMas.AnimationNode._ID">
            <summary>
            Internal ID
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._strName">
            <summary>
            Node name
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._ReflexionProperty">
            <summary>
            Name of property for reflexion
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._bFixedChildren">
            <summary>
            EDITOR: If true you can't add items to this node
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._fEditorValue">
            <summary>
            EDITOR: Value given by editor
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._fCurrentValue">
            <summary>
            Current value of this node
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._fIncomeWeigth">
            <summary>
            Acumulate weigth of all parents nodes
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._iEditorX">
            <summary>
            EDITOR: Position X of node
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._iEditorY">
            <summary>
            EDITOR: Position Y of node
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._animNodeItemList">
            <summary>
            List of items
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._parentNodes">
            <summary>
            List of parents
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._reflexionObject">
            <summary>
            INTERNAL: Object used in reflexion
            </summary>
        </member>
        <member name="F:XMas.AnimationNode._CategoryName">
            <summary>
            EDITOR: Name of the category to show in editor
            </summary>
        </member>
        <member name="M:XMas.AnimationNode.HandleSliderMove(System.Int32)">
            <summary>
            EDITOR EVENT: Called by editor when slider move
            </summary>
            <param name="iNewValue">Value is between 0 and 100</param>
        </member>
        <member name="M:XMas.AnimationNode.UpdateWeights(System.Double)">
            <summary>
            Used by system when the node need to update his weight
            </summary>
            <param name="DeltaSeconds">Elapsed time</param>
        </member>
        <member name="M:XMas.AnimationNode.PostUpdateWeights(System.TimeSpan)">
            <summary>
            Used by system after the node update his weight
            </summary>
            <param name="elapsedTime">Elapsed</param>
        </member>
        <member name="M:XMas.AnimationNode.CreateNodeConnection(XMas.AnimationNode,System.Int32)">
            <summary>
            Create a conection between this node and another node item
            </summary>
            <param name="srcNode">Source node</param>
            <param name="iIdxNode">Source item of srcNode</param>
            <returns></returns>
        </member>
        <member name="M:XMas.AnimationNode.DestroyOutcomeNodeConnection(System.Int32)">
            <summary>
            Destroy outcoming conection of one child
            </summary>
            <param name="iIdxNode">Index of child</param>
            <returns></returns>
        </member>
        <member name="M:XMas.AnimationNode.DestroyIncomeNodeConnections">
            <summary>
            Destroy all incoming connections of this node
            </summary>
        </member>
        <member name="M:XMas.AnimationNode.AddChild(System.String,System.Single)">
            <summary>
            Add new child to this node
            </summary>
            <param name="ItemText">Child text</param>
            <param name="fInitialWeigth">Child initial weigth </param>
            <returns>New item</returns>
        </member>
        <member name="M:XMas.AnimationNode.RemoveChild(System.Int32)">
            <summary>
            Remove a child from this node
            </summary>
            <param name="iIdxNode">Child index </param>
            <returns>True if the children has been removed</returns>
        </member>
        <member name="M:XMas.AnimationNode.GetEditorValue">
            <summary>
            Get the value to set in eatch frame (animations) or initial load
            </summary>
            <returns>Value from 0 to 100</returns>
        </member>
        <member name="M:XMas.AnimationNode.WriteXml(System.Xml.XmlWriter)">
            <summary>
            Function to write in XML format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the save order, it must be the same that read order!!
            </remarks>
            <param name="writer">Writer to store data</param>
        </member>
        <member name="M:XMas.AnimationNode.ReadXml(System.Xml.XmlReader)">
            <summary>
            Function to read xml format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the read order, it must be the same that save order!!
            </remarks>
            <param name="reader">Reader to retrieve data</param>
        </member>
        <member name="M:XMas.AnimationNode.Initialize(System.Guid)">
            <summary>
            Initialization of node, set initial values
            </summary>
            <param name="ID">Node ID</param>
        </member>
        <member name="M:XMas.AnimationNode.GetValue">
            <summary>
            Internal get current value, first try to use reflexion. If no reflexion found use editor value
            Override with caution
            </summary>
            <returns></returns>
        </member>
        <member name="M:XMas.AnimationNode.OnBecomeActive">
            <summary>
            Called when node become active, more than 0 weith
            </summary>
        </member>
        <member name="M:XMas.AnimationNode.OnBecomeInactive">
            <summary>
            Called when node become inactive, 0 weith
            </summary>
        </member>
        <member name="M:XMas.AnimationNode.OnChildAnimEnd(XMas.AnimNode_Animation)">
            <summary>
            Called when a AnimNode_Animation child has finish animation
            </summary>
            <param name="sender">Node that raise event</param>
        </member>
        <member name="M:XMas.AnimationNode.#ctor">
            <summary>
            Basic constructor with a new ID
            </summary>
        </member>
        <member name="M:XMas.AnimationNode.#ctor(System.Guid)">
            <summary>
            Constructor with given id
            </summary>
            <param name="ID">Node ID</param>
        </member>
        <member name="E:XMas.AnimationNode.onPropertiesChanges">
            <summary>
            EDITOR: Event raised when a property change
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.ID">
            <summary>
            Atribute for _ID
            <see cref="F:XMas.AnimationNode._ID"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.Name">
            <summary>
            Atribute for _strName, need to property grid (Editor)
            <see cref="F:XMas.AnimationNode._strName"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.ReflexionProperty">
            <summary>
            Atribute for _ReflexionProperty, need to property grid (Editor)
            <see cref="F:XMas.AnimationNode._ReflexionProperty"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.ItemList">
            <summary>
            Atribute for _animNodeItemList
            <see cref="F:XMas.AnimationNode._animNodeItemList"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.ParentNodes">
            <summary>
            Atribute for _parentNodes
            <see cref="F:XMas.AnimationNode._parentNodes"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.FixedChildren">
            <summary>
            Atribute for _bFixedChildren
            <see cref="F:XMas.AnimationNode._bFixedChildren"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.IncomeWeigth">
            <summary>
            Atribute for _fIncomeWeigth
            <see cref="F:XMas.AnimationNode._fIncomeWeigth"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.EditorX">
            <summary>
            Atribute for _iEditorX
            <see cref="F:XMas.AnimationNode._iEditorX"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.EditorY">
            <summary>
            Atribute for EditorY
            <see cref="P:XMas.AnimationNode.EditorY"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.ReflexionObject">
            <summary>
            Atribute for _reflexionObject
            <see cref="F:XMas.AnimationNode._reflexionObject"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNode.CategoryName">
            <summary>
            Atribute for _CategoryName, need to property grid (Editor)
            <see cref="F:XMas.AnimationNode._CategoryName"/>
            </summary>
        </member>
        <member name="T:XMas.AnimationNode.PropertiesChangesDelegate">
            <summary>
            EDITOR: Internal delegate to control value changes
            </summary>
            <param name="AnimNode">Node that change</param>
        </member>
        <member name="F:XMas.AnimNode_BlendList._SerializationVersionChild">
            <summary>
            Number of version of this subnode, used in serialization
            </summary>
            <remarks>
            If you add a new value to serialization, you need to increment this float
            This is need to have compatibility with olders version of library
            <see cref="M:XMas.AnimNode_BlendList.WriteXml(System.Xml.XmlWriter)"/>
            </remarks> 
        </member>
        <member name="F:XMas.AnimNode_BlendList._BlendInTimesList">
            <summary>
            Items blending time in seconds
            </summary>
        </member>
        <member name="F:XMas.AnimNode_BlendList._BlendTotalTime">
            <summary>
            Total time fro blending
            </summary>
        </member>
        <member name="F:XMas.AnimNode_BlendList._BlendCurrentTime">
            <summary>
            Current blending time
            </summary>
        </member>
        <member name="F:XMas.AnimNode_BlendList._BlendNodeIdx">
            <summary>
            Index of blending child 
            </summary>
        </member>
        <member name="M:XMas.AnimNode_BlendList.Initialize(System.Guid)">
            <summary>
            Initialization of node, set initial values
            </summary>
            <param name="ID">Node ID</param>
        </member>
        <member name="M:XMas.AnimNode_BlendList.SetActiveChild(System.Int32)">
            <summary>
            Activate one child and calculate blending
            </summary>
            <param name="idxChild"></param>
        </member>
        <member name="M:XMas.AnimNode_BlendList.AddChild(System.String,System.Single)">
            <summary>
            Add new child to this node
            </summary>
            <param name="ItemText">Child text</param>
            <param name="fInitialWeigth">Child initial weigth </param>
            <returns>New item</returns>
        </member>
        <member name="M:XMas.AnimNode_BlendList.RemoveChild(System.Int32)">
            <summary>
            Remove a child from this node
            </summary>
            <param name="iIdxNode">Child index </param>
            <returns>True if the children has been removed</returns>
        </member>
        <member name="M:XMas.AnimNode_BlendList.HandleSliderMove(System.Int32)">
            <summary>
            EDITOR EVENT: Called by editor when slider move
            </summary>
            <param name="iNewValue">Value is between 0 and 100</param>
        </member>
        <member name="M:XMas.AnimNode_BlendList.GetValue">
            <summary>
            Internal get current value, first try to use reflexion. If no reflexion found use editor value
            Override with caution
            </summary>
            <returns>Value from 0 to 1</returns>
        </member>
        <member name="M:XMas.AnimNode_BlendList.GetEditorValue">
            <summary>
            Get the value to set in eatch frame (animations) or initial load
            </summary>
            <returns>Value from 0 to 100</returns>
        </member>
        <member name="M:XMas.AnimNode_BlendList.UpdateWeights(System.Double)">
            <summary>
            Used by system when the node need to update his weight
            </summary>
            <param name="DeltaSeconds">Elapsed time</param>
        </member>
        <member name="M:XMas.AnimNode_BlendList.PostUpdateWeights(System.TimeSpan)">
            <summary>
            Used by system after the node update his weight
            </summary>
            <param name="elapsedTime"></param>
        </member>
        <member name="M:XMas.AnimNode_BlendList.WriteXml(System.Xml.XmlWriter)">
            <summary>
            Function to write in XML format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the save order, it must be the same that read order!!
            </remarks>
            <param name="writer">Writer to store data</param>
        </member>
        <member name="M:XMas.AnimNode_BlendList.ReadXml(System.Xml.XmlReader)">
            <summary>
            Function to read xml format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the read order, it must be the same that save order!!
            </remarks>
            <param name="reader">Reader to retrieve data</param>
        </member>
        <member name="M:XMas.AnimNode_BlendList.#ctor">
            <summary>
            Constructor
            </summary>
        </member>
        <member name="P:XMas.AnimNode_BlendList.BlendInTimesList">
            <summary>
            Atribute for _BlendInTimesList
            <see cref="F:XMas.AnimNode_BlendList._BlendInTimesList"/>
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Random._SerializationVersionRandom">
            <summary>
            Number of version of this subnode, used in serialization
            </summary>
            <remarks>
            If you add a new value to serialization, you need to increment this float
            This is need to have compatibility with olders version of library
            <see cref="M:XMas.AnimNode_Random.WriteXml(System.Xml.XmlWriter)"/>
            </remarks> 
        </member>
        <member name="F:XMas.AnimNode_Random._RandomDataList">
            <summary>
            List with all item random data 
            </summary>
        </member>
        <member name="M:XMas.AnimNode_Random.Initialize(System.Guid)">
            <summary>
            Initialization of node, set initial values
            </summary>
            <param name="ID">Node ID</param>
        </member>
        <member name="M:XMas.AnimNode_Random.GetValue">
            <summary>
            Internal get current value, first try to use reflexion. If no reflexion found use editor value
            Override with caution
            </summary>
            <returns></returns>
        </member>
        <member name="M:XMas.AnimNode_Random.AddChild(System.String,System.Single)">
            <summary>
            Add new child to this node
            </summary>
            <param name="ItemText">Child text</param>
            <param name="fInitialWeigth">Child initial weigth </param>
            <returns>New item</returns>
        </member>
        <member name="M:XMas.AnimNode_Random.RemoveChild(System.Int32)">
            <summary>
            Remove a child from this node
            </summary>
            <param name="iIdxNode">Child index </param>
            <returns>True if the children has been removed</returns>
        </member>
        <member name="M:XMas.AnimNode_Random.OnChildAnimEnd(XMas.AnimNode_Animation)">
            <summary>
            Called when a AnimNode_Animation child has finish animation
            </summary>
            <param name="sender">Node that raise event</param>
        </member>
        <member name="M:XMas.AnimNode_Random.WriteXml(System.Xml.XmlWriter)">
            <summary>
            Function to write in XML format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the save order, it must be the same that read order!!
            </remarks>
            <param name="writer">Writer to store data</param>
        </member>
        <member name="M:XMas.AnimNode_Random.ReadXml(System.Xml.XmlReader)">
            <summary>
            Function to read xml format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the read order, it must be the same that save order!!
            </remarks>
            <param name="reader">Reader to retrieve data</param>
        </member>
        <member name="M:XMas.AnimNode_Random.#ctor">
            <summary>
            Contructor
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Random.RandomDataList">
            <summary>
            Atribute for _RandomDataList
            <see cref="F:XMas.AnimNode_Random._RandomDataList"/>
            </summary>
        </member>
        <member name="T:XMas.AnimNode_Random.Random_Data">
            <summary>
            Data for items in AnimNode_Random
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Random.Random_Data._fRandomWeigth">
            <summary>
            Weigth to calculate the posibility to selec this child
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Random.Random_Data._bCanRepeat">
            <summary>
            if can be selected again when animation item end
            </summary>
        </member>
        <member name="M:XMas.AnimNode_Random.Random_Data.#ctor">
            <summary>
            Constructor
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Random.Random_Data.RandomWeigth">
            <summary>
            Atribute for _fRandomWeigth
            <see cref="F:XMas.AnimNode_Random.Random_Data._fRandomWeigth"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Random.Random_Data.CanRepeat">
            <summary>
            Atribute for _bCanRepeat
            <see cref="F:XMas.AnimNode_Random.Random_Data._bCanRepeat"/>
            </summary>
        </member>
        <member name="T:XMas.AnimNode_RangeCrossFade">
            <summary>
             Node that have a list of values and select one or two values depending of range
            </summary>
        </member>
        <member name="T:XMas.AnimNode_CrossFade">
            <summary>
             Node that blend between two values from 0 to 1
            </summary>
        </member>
        <member name="F:XMas.AnimNode_CrossFade._SerializationVersionChild">
            <summary>
            Number of version of this subnode, used in serialization
            </summary>
            <remarks>
            If you add a new value to serialization, you need to increment this float
            This is need to have compatibility with olders version of library
            <see cref="M:XMas.AnimNode_CrossFade.WriteXml(System.Xml.XmlWriter)"/>
            </remarks>        
        </member>
        <member name="F:XMas.AnimNode_CrossFade._UpSpeed">
            <summary>
            Speed in percent per second when going up value (1), if set 0 it set to automatic, don't use speed
            </summary>
        </member>
        <member name="F:XMas.AnimNode_CrossFade._DownSpeed">
            <summary>
            Speed in percent per second when going down value (0), if set 0 it set to automatic, don't use speed
            </summary>
        </member>
        <member name="M:XMas.AnimNode_CrossFade.#ctor">
            <summary>
            Contructor
            </summary>
        </member>
        <member name="M:XMas.AnimNode_CrossFade.Initialize(System.Guid)">
            <summary>
            Initialization of node, set initial values
            </summary>
            <param name="ID">Node ID</param>
        </member>
        <member name="M:XMas.AnimNode_CrossFade.HandleSliderMove(System.Int32)">
            <summary>
            EDITOR EVENT: Called by editor when slider move
            </summary>
            <param name="iNewValue">Value is between 0 and 100</param>
        </member>
        <member name="M:XMas.AnimNode_CrossFade.UpdateWeights(System.Double)">
            <summary>
            Used by system when the node need to update his weight
            </summary>
            <param name="DeltaSeconds">Elapsed time</param>
        </member>
        <member name="M:XMas.AnimNode_CrossFade.CalcCurrentValueWithSpeed(System.Single,System.Single)">
            <summary>
            Calculate the new current value from desired value and speed
            </summary>
            <param name="fDesiredValue"></param>
            <param name="DeltaSeconds"></param>
        </member>
        <member name="M:XMas.AnimNode_CrossFade.GetValue">
            <summary>
            Internal get current value, first try to use reflexion. If no reflexion found use editor value
            Override with caution
            </summary>
            <returns>Value from 0 to 1</returns>
        </member>
        <member name="M:XMas.AnimNode_CrossFade.PostUpdateWeights(System.TimeSpan)">
            <summary>
            Used by system after the node update his weight
            </summary>
            <param name="elapsedTime"></param>
        </member>
        <member name="M:XMas.AnimNode_CrossFade.WriteXml(System.Xml.XmlWriter)">
            <summary>
            Function to write in XML format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the save order, it must be the same that read order!!
            </remarks>
            <param name="writer">Writer to store data</param>
        </member>
        <member name="M:XMas.AnimNode_CrossFade.ReadXml(System.Xml.XmlReader)">
            <summary>
            Function to read xml format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the read order, it must be the same that save order!!
            </remarks>
            <param name="reader">Reader to retrieve data</param>
        </member>
        <member name="P:XMas.AnimNode_CrossFade.UpSpeed">
            <summary>
            Atribute for _UpSpeed
            <see cref="F:XMas.AnimNode_CrossFade._UpSpeed"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_CrossFade.DownSpeed">
            <summary>
            Atribute for _DownSpeed
            <see cref="F:XMas.AnimNode_CrossFade._DownSpeed"/>
            </summary>
        </member>
        <member name="F:XMas.AnimNode_RangeCrossFade._SerializationVersionRangeCrossFade">
            <summary>
            Number of version of this subnode, used in serialization
            </summary>
            <remarks>
            If you add a new value to serialization, you need to increment this float
            This is need to have compatibility with olders version of library
            <see cref="M:XMas.AnimNode_RangeCrossFade.WriteXml(System.Xml.XmlWriter)"/>
            </remarks>        
        </member>
        <member name="F:XMas.AnimNode_RangeCrossFade._RangeValueList">
            <summary>
            Range value list
            </summary>
        </member>
        <member name="F:XMas.AnimNode_RangeCrossFade._bIsInEditor">
            <summary>
            Set true if we are in editor
            </summary>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.#ctor">
            <summary>
            Contructor
            </summary>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.Initialize(System.Guid)">
            <summary>
            Initialization of node, set initial values
            </summary>
            <param name="ID">Node ID</param>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.UpdateRangeList">
            <summary>
            Check and update that range list has the same item numbers
            </summary>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.AddChild(System.String,System.Single)">
            <summary>
            Add new child to this node
            </summary>
            <param name="ItemText">Child text</param>
            <param name="fInitialWeigth">Child initial weigth </param>
            <returns>New item</returns>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.RemoveChild(System.Int32)">
            <summary>
            Remove a child from this node
            </summary>
            <param name="iIdxNode">Child index </param>
            <returns>True if the children has been removed</returns>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.HandleSliderMove(System.Int32)">
            <summary>
            EDITOR EVENT: Called by editor when slider move
            </summary>
            <param name="iNewValue">Value is between 0 and 100</param>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.UpdateWeights(System.Double)">
            <summary>
            Used by system when the node need to update his weight
            </summary>
            <param name="DeltaSeconds">Elapsed time</param>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.GetValue">
            <summary>
            Internal get current value, first try to use reflexion. If no reflexion found use editor value
            Override with caution
            </summary>
            <returns>Value from initialRange to endRange</returns>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.PostUpdateWeights(System.TimeSpan)">
            <summary>
            Used by system after the node update his weight
            </summary>
            <param name="elapsedTime"></param>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.WriteXml(System.Xml.XmlWriter)">
            <summary>
            Function to write in XML format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the save order, it must be the same that read order!!
            </remarks>
            <param name="writer">Writer to store data</param>
        </member>
        <member name="M:XMas.AnimNode_RangeCrossFade.ReadXml(System.Xml.XmlReader)">
            <summary>
            Function to read xml format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the read order, it must be the same that save order!!
            </remarks>
            <param name="reader">Reader to retrieve data</param>
        </member>
        <member name="P:XMas.AnimNode_RangeCrossFade.RangeValueList">
            <summary>
            Atribute for _RangeValueList
            <see cref="F:XMas.AnimNode_RangeCrossFade._RangeValueList"/>
            </summary>
        </member>
        <member name="T:XMas.AnimationNodeItem">
            <summary>
             Base class for an Item of AnimationSystem
            </summary>
        </member>
        <member name="F:XMas.AnimationNodeItem._SerializationVersion">
            <summary>
            Number of version of this node, used in serialization
            </summary>
            <remarks>
            If you add a new value to serialization, you need to increment this float
            This is need to have compatibility with olders version of library
            <see cref="M:XMas.AnimationNodeItem.WriteXml(System.Xml.XmlWriter)"/>
            </remarks>  
        </member>
        <member name="F:XMas.AnimationNodeItem._strText">
            <summary>
            Text show in editor
            </summary>
        </member>
        <member name="F:XMas.AnimationNodeItem._IDdestination">
            <summary>
            Id destination node, for serialization
            </summary>
        </member>
        <member name="F:XMas.AnimationNodeItem._AnimNodeDestination">
            <summary>
            Cached destination node for speed
            </summary>        
        </member>
        <member name="F:XMas.AnimationNodeItem._fLocalWeigth">
            <summary>
            Local weigth of this item
            </summary>
        </member>
        <member name="F:XMas.AnimationNodeItem._fAcumWeigth">
            <summary>
            Acumulate weigth of this item
            </summary>
        </member>
        <member name="M:XMas.AnimationNodeItem.SetConnection(XMas.AnimationNode)">
            <summary>
            Create a connection with node
            </summary>
            <param name="AnimNode">Node destination</param>
        </member>
        <member name="M:XMas.AnimationNodeItem.WriteXml(System.Xml.XmlWriter)">
            <summary>
            Function to write in XML format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the save order, it must be the same that read order!!
            </remarks>
            <param name="writer">Writer to store data</param>
        </member>
        <member name="M:XMas.AnimationNodeItem.ReadXml(System.Xml.XmlReader)">
            <summary>
            Function to read xml format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the read order, it must be the same that save order!!
            </remarks>
            <param name="reader">Reader to retrieve data</param>
        </member>
        <member name="M:XMas.AnimationNodeItem.#ctor">
            <summary>
            Public constructor
            </summary>
        </member>
        <member name="P:XMas.AnimationNodeItem.Text">
            <summary>
            Atribute for _strText
            <see cref="F:XMas.AnimationNodeItem._strText"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNodeItem.DestinationGuid">
            <summary>
            Atribute for _IDdestination
            <see cref="F:XMas.AnimationNodeItem._IDdestination"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNodeItem.LocalWeigth">
            <summary>
            Atribute for _fLocalWeigth
            <see cref="F:XMas.AnimationNodeItem._fLocalWeigth"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNodeItem.AcumWeigth">
            <summary>
            Atribute for _fAcumWeigth
            <see cref="F:XMas.AnimationNodeItem._fAcumWeigth"/>
            </summary>
        </member>
        <member name="P:XMas.AnimationNodeItem.AnimNodeDestination">
            <summary>
            Atribute for _AnimNodeDestination
            <see cref="F:XMas.AnimationNodeItem._AnimNodeDestination"/>
            </summary>
        </member>
        <member name="T:XMas.CSkeletonDataReader">
            <summary>
            Class to read skeleton data content
            </summary>
            <remarks>
            Stolen from Spear (http://www.codernet.es), spear@codernet.es
            Coordinator of XNA Community (http://www.codeplex.com/XNACommunity)
            </remarks>
        </member>
        <member name="M:XMas.CSkeletonDataReader.Read(Microsoft.Xna.Framework.Content.ContentReader,XMas.CSkeletonData)">
            <summary>
            Read the skeleton data from content
            </summary>
            <param name="input">ContectRead to read skeleton</param>
            <param name="existingInstance"></param>
            <returns>Skeleton data readed</returns>
        </member>
        <member name="T:XMas.CAnimationDataReader">
            <summary>
            Class to read animation data from content
            </summary>
            <remarks>
            Stolen from Spear (http://www.codernet.es), spear@codernet.es
            Coordinator of XNA Community (http://www.codeplex.com/XNACommunity)
            </remarks>
        </member>
        <member name="M:XMas.CAnimationDataReader.Read(Microsoft.Xna.Framework.Content.ContentReader,XMas.CSkeletonData.CAnimationData)">
            <summary>
            Read the animation data from content
            </summary>
            <param name="input">ContectRead to read animation</param>
            <param name="existingInstance"></param>
            <returns>Animation data readed</returns>
        </member>
        <member name="T:XMas.CFramesDataReader">
            <summary>
            Class to read frames data from content
            </summary>
            <remarks>
            Stolen from Spear (http://www.codernet.es), spear@codernet.es
            Coordinator of XNA Community (http://www.codeplex.com/XNACommunity)
            </remarks>
        </member>
        <member name="M:XMas.CFramesDataReader.Read(Microsoft.Xna.Framework.Content.ContentReader,XMas.CSkeletonData.CFramesData)">
            <summary>
            Read the frames data from content
            </summary>
            <param name="input">ContectRead to read animation</param>
            <param name="existingInstance"></param>
            <returns>Frames data readed</returns>
        </member>
        <member name="T:XMas.CSkeletonNodeReader">
            <summary>
            Class to read node data from content
            </summary>
            <remarks>
            Stolen from Spear (http://www.codernet.es), spear@codernet.es
            Coordinator of XNA Community (http://www.codeplex.com/XNACommunity)
            </remarks>
        </member>
        <member name="M:XMas.CSkeletonNodeReader.Read(Microsoft.Xna.Framework.Content.ContentReader,XMas.CSkeletonData.CSkeletonNode)">
            <summary>
            Read the node data from content
            </summary>
            <param name="input">ContectRead to read animation</param>
            <param name="existingInstance"></param>
            <returns>Node data readed</returns>
        </member>
        <member name="T:XMas.AnimNode_Animation">
            <summary>
             Node that contains a animation, this node hasn't output, it is a finish node
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._SerializationVersionChild">
            <summary>
            Number of version of this subnode, used in serialization
            </summary>
            <remarks>
            If you add a new value to serialization, you need to increment this float
            This is need to have compatibility with olders version of library
            <see cref="M:XMas.AnimNode_Animation.WriteXml(System.Xml.XmlWriter)"/>
            </remarks> 
        </member>
        <member name="F:XMas.AnimNode_Animation._AnimName">
            <summary>
            Mesh animation name 
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._bLoop">
            <summary>
            If we looping animation
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._fRate">
            <summary>
            Animmation rate, can be less that 0
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._currentTimeValue">
            <summary>
            Current time of animmation
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._iCurrentKeyframe">
            <summary>
            Current keyframe of animmation
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._bCanSendEndAnimEvent">
            <summary>
            INTERNAL: Use to don't send twice the animend event
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._bRewindAtZeroWeight">
            <summary>
            When node become inactive we rewind the animation
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._bSendAnimEndEvent">
            <summary>
            We send an event when anim ends to animation system
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._skeletonData">
            <summary>
            Skelenton data to fasten calcs
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Animation._animationClip">
            <summary>
            Current animation clip 
            </summary>
        </member>
        <member name="M:XMas.AnimNode_Animation.Initialize(System.Guid)">
            <summary>
            Initialization of node, set initial values
            </summary>
            <param name="ID">Node ID</param>
        </member>
        <member name="M:XMas.AnimNode_Animation.GetValue">
            <summary>
            Internal get current value, first try to use reflexion. If no reflexion found use editor value
            Override with caution
            </summary>
            <returns>Value from 0 to 1</returns>
        </member>
        <member name="M:XMas.AnimNode_Animation.SetNewClip">
            <summary>
            Internal function to get the animation clip and reset time
            </summary>
        </member>
        <member name="M:XMas.AnimNode_Animation.OnBecomeInactive">
            <summary>
            Called when node become inactive, 0 weith
            </summary>
        </member>
        <member name="M:XMas.AnimNode_Animation.ResetTime">
            <summary>
            Reset current time
            </summary>
        </member>
        <member name="M:XMas.AnimNode_Animation.UpdateWeights(System.Double)">
            <summary>
            Used by system when the node need to update his weight
            </summary>
            <param name="DeltaSeconds">Elapsed time</param>
        </member>
        <member name="M:XMas.AnimNode_Animation.PostUpdateWeights(System.TimeSpan)">
            <summary>
            Used by system after the node update his weight
            </summary>
            <param name="elapsedTime">Elapsed</param>
        </member>
        <member name="M:XMas.AnimNode_Animation.HandleSliderMove(System.Int32)">
            <summary>
            EDITOR EVENT: Called by editor when slider move
            </summary>
            <param name="iNewValue">Value is between 0 and 100</param>
        </member>
        <member name="M:XMas.AnimNode_Animation.WriteXml(System.Xml.XmlWriter)">
            <summary>
            Function to write in XML format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the save order, it must be the same that read order!!
            </remarks>
            <param name="writer">Writer to store data</param>
        </member>
        <member name="M:XMas.AnimNode_Animation.ReadXml(System.Xml.XmlReader)">
            <summary>
            Function to read xml format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the read order, it must be the same that save order!!
            </remarks>
            <param name="reader">Reader to retrieve data</param>
        </member>
        <member name="M:XMas.AnimNode_Animation.#ctor">
            <summary>
            Constructor
            </summary>
        </member>
        <member name="E:XMas.AnimNode_Animation.OnAnimEndEvent">
            <summary>
            Animation end event, it raised when anim reached total time or 0 if rate is less than 0
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.AnimName">
            <summary>
            Atribute for _AnimName
            <see cref="F:XMas.AnimNode_Animation._AnimName"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.Loop">
            <summary>
            Atribute for _bLoop
            <see cref="F:XMas.AnimNode_Animation._bLoop"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.Rate">
            <summary>
            Atribute for _fRate
            <see cref="F:XMas.AnimNode_Animation._fRate"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.RewindAtZeroWeight">
            <summary>
            Atribute for _bRewindAtZeroWeight
            <see cref="F:XMas.AnimNode_Animation._bRewindAtZeroWeight"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.SendAnimEndEvent">
            <summary>
            Atribute for _bSendAnimEndEvent
            <see cref="F:XMas.AnimNode_Animation._bSendAnimEndEvent"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.ReflexionProperty">
            <summary>
            Atribute for ReflexionProperty
            <see cref="P:XMas.AnimNode_Animation.ReflexionProperty"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.SkeletonData">
            <summary>
            Atribute for _skeletonData
            <see cref="F:XMas.AnimNode_Animation._skeletonData"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.CurrentTime">
            <summary>
            Atribute for _currentTimeValue
            <see cref="F:XMas.AnimNode_Animation._currentTimeValue"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.CurrentKeyframe">
            <summary>
            Atribute for _iCurrentKeyframe
            <see cref="F:XMas.AnimNode_Animation._iCurrentKeyframe"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Animation.AnimationClip">
            <summary>
            Atribute for _animationClip
            <see cref="F:XMas.AnimNode_Animation._animationClip"/>
            </summary>
        </member>
        <member name="T:XMas.AnimNode_Animation.OnAnimEndDelegate">
            <summary>
            Delegate for animation end event
            </summary>
            <param name="NodeName">Node name (Store in editor)</param>
            <param name="AnimName">Animation name</param>
            <param name="bLoop">If animation is looped</param>
        </member>
        <member name="T:XMas.AnimationNameConverter">
            <summary>
            Class to get all animations and set a combobox in property editor
            </summary>
        </member>
        <member name="M:XMas.AnimationNameConverter.GetStandardValuesSupported(System.ComponentModel.ITypeDescriptorContext)">
            <summary>
            Only values in list are allowed
            </summary>
            <param name="context"></param>
            <returns></returns>
        </member>
        <member name="M:XMas.AnimationNameConverter.GetStandardValues(System.ComponentModel.ITypeDescriptorContext)">
            <summary>
            Set the name list
            </summary>
            <param name="context"></param>
            <returns></returns>
        </member>
        <member name="M:XMas.AnimationNameConverter.GetStandardValuesExclusive(System.ComponentModel.ITypeDescriptorContext)">
            <summary>
            Only values in list are allowed 
            </summary>
            <param name="context"></param>
            <returns></returns>
        </member>
        <member name="T:XMas.AnimNode_Start">
            <summary>
             Initial node, can be only one!
            </summary>
        </member>
        <member name="F:XMas.AnimNode_Start._SerializationVersionChild">
            <summary>
            Number of version of this subnode, used in serialization
            </summary>
            <remarks>
            If you add a new value to serialization, you need to increment this float
            This is need to have compatibility with olders version of library
            <see cref="M:XMas.AnimNode_Start.WriteXml(System.Xml.XmlWriter)"/>
            </remarks> 
        </member>
        <member name="M:XMas.AnimNode_Start.#ctor">
            <summary>
            Constructor
            </summary>
        </member>
        <member name="M:XMas.AnimNode_Start.Initialize(System.Guid)">
            <summary>
            Initialization of node, set initial values
            </summary>
            <param name="ID">Node ID</param>
        </member>
        <member name="M:XMas.AnimNode_Start.GetValue">
            <summary>
            Internal get current value, first try to use reflexion. If no reflexion found use editor value
            Override with caution
            </summary>
            <returns>Value from 0 to 1</returns>
        </member>
        <member name="M:XMas.AnimNode_Start.UpdateWeights(System.Double)">
            <summary>
            Used by system when the node need to update his weight
            </summary>
            <param name="DeltaSeconds">Elapsed time</param>
        </member>
        <member name="M:XMas.AnimNode_Start.PostUpdateWeights(System.TimeSpan)">
            <summary>
            Used by system after the node update his weight
            </summary>
            <param name="elapsedTime"></param>
        </member>
        <member name="M:XMas.AnimNode_Start.HandleSliderMove(System.Int32)">
            <summary>
            EDITOR EVENT: Called by editor when slider move
            </summary>
            <param name="iNewValue">Value is between 0 and 100</param>
        </member>
        <member name="M:XMas.AnimNode_Start.WriteXml(System.Xml.XmlWriter)">
            <summary>
            Function to write in XML format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the save order, it must be the same that read order!!
            </remarks>
            <param name="writer">Writer to store data</param>
        </member>
        <member name="M:XMas.AnimNode_Start.ReadXml(System.Xml.XmlReader)">
            <summary>
            Function to read xml format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the read order, it must be the same that save order!!
            </remarks>
            <param name="reader">Reader to retrieve data</param>
        </member>
        <member name="P:XMas.AnimNode_Start.ReflexionProperty">
            <summary>
            Atribute for ReflexionProperty
            <see cref="P:XMas.AnimationNode.ReflexionProperty"/>
            </summary>
        </member>
        <member name="P:XMas.AnimNode_Start.Name">
            <summary>
            Atribute for Name
            <see cref="P:XMas.AnimationNode.Name"/>
            </summary>
        </member>
        <member name="T:XMas.XMAnimationSystem">
            <summary>
            Base class for an AnimationSystem
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._SerializationVersion">
            <summary>
            Number of version of this node, used in serialization
            </summary>
            <remarks>
            If you add a new value to serialization, you need to increment this float
            This is need to have compatibility with olders version of library
            <see cref="M:XMas.XMAnimationSystem.WriteXml(System.Xml.XmlWriter)"/>
            </remarks>    
        </member>
        <member name="F:XMas.XMAnimationSystem._animNodeList">
            <summary>
            All node list
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._sortedNodeList">
            <summary>
            Sorted node list to perform correct update
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._animationNodesList">
            <summary>
            List with all animation nodes
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._startNode">
            <summary>
            The start node
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._skinningDataValue">
            <summary>
            Backlink to the bind pose and skeleton hierarchy data.
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._reflexionObject">
            <summary>
            Object used for data reflexíon
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._boneTransforms">
            <summary>
            Local bone transforms
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._worldTransforms">
            <summary>
            Tranforms of bones in world coordinates
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._skinTransforms">
            <summary>
            The final skin transform to apply skining
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._iScaleFactor">
            <summary>
            EDITOR: Nodes scale factor
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem._sModelPath">
            <summary>
            EDITOR: Model path and name
            </summary>
        </member>
        <member name="F:XMas.XMAnimationSystem.m_AssemblyList">
            <summary>
            Plugins assembly list
            </summary>
        </member>
        <member name="M:XMas.XMAnimationSystem.#ctor">
            <summary>
            Constructor
            </summary>
        </member>
        <member name="M:XMas.XMAnimationSystem.LinkTwoNodes(XMas.AnimationNode,System.Int32,XMas.AnimationNode)">
            <summary>
            EDITOR: Link node item with another node
            </summary>
            <param name="srcNode">Source node</param>
            <param name="iItemSrc">Source item index</param>
            <param name="destNode">Destination node</param>
            <returns>TRUE with operation was ok</returns>
        </member>
        <member name="M:XMas.XMAnimationSystem.CanLinkTwoNodes(XMas.AnimationNode,XMas.AnimationNode)">
            <summary>
            EDITOR: Check that can link two nodes, it's necessary to avoid recursive graphs
            </summary>
            <param name="srcNode">Source node</param>
            <param name="destNode">Destination node</param>
            <returns>TRUE if can link two nodes</returns>
        </member>
        <member name="M:XMas.XMAnimationSystem.AddNode(XMas.AnimationNode)">
            <summary>
            EDITOR: Add node to the graph
            </summary>
            <param name="Node">Node to add</param>
            <returns>TRUE if operation is ok</returns>
        </member>
        <member name="M:XMas.XMAnimationSystem.DeleteNode(XMas.AnimationNode)">
            <summary>
            EDITOR: Delete a node and all conections from and to this node
            </summary>
            <param name="Node">Node to delete</param>
            <returns>TRUE if operation was ok</returns>
        </member>
        <member name="M:XMas.XMAnimationSystem.Update(System.TimeSpan)">
            <summary>
            Update the animation system
            </summary>
            <remarks>
            The system update node weights first and get all animation nodes that has weight, then
            calculate the final skining data with this nodes
            </remarks>
            <param name="elapsedTime">Elapsed time</param>
        </member>
        <member name="M:XMas.XMAnimationSystem.GetSkinTransforms">
            <summary>
            Get the final skining transformations
            </summary>
            <returns>Matrix with all bone transformations</returns>
        </member>
        <member name="M:XMas.XMAnimationSystem.OnAnimEnd(System.String,System.String,System.Boolean)">
            <summary>
            Private function to get animation end event
            </summary>
            <param name="NodeName">Node name</param>
            <param name="AnimName">Animation name</param>
            <param name="bLoop">If animation is playing with loop</param>
        </member>
        <member name="M:XMas.XMAnimationSystem.CreateSortedAnimList">
            <summary>
            Internal function to create sorted animation node list
            </summary>
        </member>
        <member name="M:XMas.XMAnimationSystem.AddToSortedRecursive(XMas.AnimationNode)">
            <summary>
            Internal function to add all node child to the sorted list
            </summary>
            <param name="Node"></param>
        </member>
        <member name="M:XMas.XMAnimationSystem.UpdateWeights(System.TimeSpan)">
            <summary>
            Update all nodes weights using sorted node list to calculate parent nodes first 
            </summary>
            <param name="elapsedTime">Elapsed time</param>
        </member>
        <member name="M:XMas.XMAnimationSystem.UpdateSkiningDataInAnimationNodes">
            <summary>
            Update skining data in all animation nodes
            </summary>
        </member>
        <member name="M:XMas.XMAnimationSystem.CachedStartNode">
            <summary>
            Cached the start node
            </summary>
        </member>
        <member name="M:XMas.XMAnimationSystem.CachedAnimationNodeList">
            <summary>
            Cached all animation nodes
            </summary>
        </member>
        <member name="M:XMas.XMAnimationSystem.RecreateAnimItemsLinks">
            <summary>
            Recreate all cached nodes from IDs
            </summary>
            <remarks>
            This function is called when load data from xml
            </remarks>
        </member>
        <member name="M:XMas.XMAnimationSystem.UpdateBoneTransforms(System.TimeSpan)">
            <summary>
            Update all bone transform and calculate skining data
            </summary>
            <param name="time"></param>
        </member>
        <member name="M:XMas.XMAnimationSystem.BlendTransforms(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,System.Single)">
            <summary>
            Blend two matrix
            </summary>
            <param name="BoneOrigin">Source matrix</param>
            <param name="BoneDestination">Destination matrix</param>
            <param name="fWeight">Weight to blend</param>
            <returns>Result matrix</returns>
        </member>
        <member name="M:XMas.XMAnimationSystem.AddAssembly(System.Reflection.Assembly)">
            <summary>
            Add assembly to plugin list
            </summary>
            <param name="asm">Assembly to add</param>
        </member>
        <member name="M:XMas.XMAnimationSystem.SetAssemblyList(System.Collections.Generic.List{System.Reflection.Assembly})">
            <summary>
            Add a assembly list
            </summary>
            <param name="asemblyList">List to add</param>
        </member>
        <member name="M:XMas.XMAnimationSystem.GetAssemblyFromType(System.String)">
            <summary>
            Get the assembly from a given type name
            </summary>
            <param name="typeName">Type name</param>
            <returns>Result assembly</returns>
        </member>
        <member name="M:XMas.XMAnimationSystem.IsTypeDefinedInAssembly(System.Reflection.Assembly,System.String)">
            <summary>
            Check if a type is defined in assembly
            </summary>
            <param name="asm">Assmbly to check</param>
            <param name="typeName">Type to check</param>
            <returns>TRUE if it's defined</returns>
        </member>
        <member name="M:XMas.XMAnimationSystem.LoadFromFile(System.String,XMas.CSkeletonData,System.Collections.Generic.List{System.Reflection.Assembly})">
            <summary>
            Static function to create a animation system from a file
            </summary>
            <param name="FileName">Full file path and name</param>
            <param name="skinningData">Skining data</param>
            <param name="PluginList">Optional plugin list</param>
            <returns>XMAnimationSystem created</returns>
        </member>
        <member name="M:XMas.XMAnimationSystem.OnDeserialization(System.Object)">
            <summary>
            Recreate all cached nodes and sorted list when finish deserialization
            </summary>
            <param name="sender"></param>
        </member>
        <member name="M:XMas.XMAnimationSystem.WriteXml(System.Xml.XmlWriter)">
            <summary>
            Function to write in XML format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the save order, it must be the same that read order!!
            </remarks>
            <param name="writer">Writer to store data</param>
        </member>
        <member name="M:XMas.XMAnimationSystem.ReadXml(System.Xml.XmlReader)">
            <summary>
            Function to read xml format, if you overwrite you must call base class first
            </summary>
            <remarks>
            Be carefully with the read order, it must be the same that save order!!
            </remarks>
            <param name="reader">Reader to retrieve data</param>
        </member>
        <member name="M:XMas.XMAnimationSystem.GetSchema">
            <summary>
            Get the schema using to serializae/deserialize xml. We don't use schema yet :-(
            </summary>
            <returns></returns>
        </member>
        <member name="E:XMas.XMAnimationSystem.OnAnimEndEvent">
            <summary>
            Animation end event, it raised when anim reached total time or 0 if rate is less than 0
            </summary>
        </member>
        <member name="P:XMas.XMAnimationSystem.AnimNodeList">
            <summary>
            Atribute for _animNodeList
            <see cref="F:XMas.XMAnimationSystem._animNodeList"/>
            </summary>
        </member>
        <member name="P:XMas.XMAnimationSystem.SkiningData">
            <summary>
            Atribute for _skinningDataValue
            <see cref="F:XMas.XMAnimationSystem._skinningDataValue"/>
            </summary>
        </member>
        <member name="P:XMas.XMAnimationSystem.StartNode">
            <summary>
            Atribute for _startNode
            <see cref="F:XMas.XMAnimationSystem._startNode"/>
            </summary>
        </member>
        <member name="P:XMas.XMAnimationSystem.ReflexionObject">
            <summary>
            Atribute for _reflexionObject
            <see cref="F:XMas.XMAnimationSystem._reflexionObject"/>
            </summary>
        </member>
        <member name="P:XMas.XMAnimationSystem.ScaleFactor">
            <summary>
            Atribute for _iScaleFactor
            <see cref="F:XMas.XMAnimationSystem._iScaleFactor"/>
            </summary>
        </member>
        <member name="P:XMas.XMAnimationSystem.ModelPath">
            <summary>
            Atribute for _sModelPath
            <see cref="F:XMas.XMAnimationSystem._sModelPath"/>
            </summary>
        </member>
        <member name="T:XMas.XMAnimationSystem.OnAnimEndDelegate">
            <summary>
            Delegate for animation end event
            </summary>
            <param name="NodeName">Node name (Store in editor)</param>
            <param name="AnimName">Animation name</param>
            <param name="bLoop">If animation is looped</param>
        </member>
    </members>
</doc>
